Some engines don't like 'open' meshes since they add to vert count considerably more then a closed mesh. There is also the issue of lightmap baking with closed mesh = more optimized and less mitigation to other surfaces, and etc...
http://www.hourences.com/book/tutorialsvertex.htm Both unreal and source use vertex lighting on there environment meshes, except unreal as the option of using lightmaps whereas source doesn't. Im certain Marmoset uses per-pixel shading.
Ok guys, so this is my modeling progress so far. There are no textures applied or lightmap UVs done yet, so keep that in mind. As soon as my first modular texture is done, I will upload it too! Crits would be good!
For now i stuck with A and started roughing out some materials and a few props. So far i'm sticking with Distance Field AO and Light Propagation. No lightmaps. Not sure how to make the cables not end so abruptly. Help appreciated. :)
bugo, turtle is really hard to get now as I've recently found out because autodesk bought them and shut the website down. Does turtle do high to low or are you referring to just baking a lightmap using the low?
Thanks for the reply's all. Guess I should just stick to quad modeling and Triple before outputting. I'm using Lightwave 7.5 for most of my modeling work, and trying to get into Zbrush for my texture and Normal/Displace mapping.
On the default shaders, light mapping will remove all dynamic lights from affecting the mesh, leaving them lit only by the lightmap - that's why you see the errors vanish; the normal maps and mesh normals aren't having an effect on the lighting.
Yeah I'm really happy with the UV updates so far. I used to take my model out of 3DC to do the UVs in LightWave. In my current project I didn't have to do that, it's been in 3DC since it started.
Its called sub-patches in lightwave, i think it would be sub-division surfaces if i used weights for it, but i didnt so i think its called nurbs then.... if anyone knows better feel free to correct me
i agree that its slightly too saturated for scotland...try removing the colour from the fog and lightrays first maybe a bluesih tone...also red rag...why not tartan also you get strands of sheeps wool on fences